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path: root/src/main/java/gregtech/api/enums/OrePrefixes.java
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2022-12-13Nanite material and circuit board multi for later tiers (#1513)BlueWeabo
* Base work for ModularUI compat * Remove useless interface * Add almost all the widgets * Invert method * Refactor NEI stack placement positions * NEI handlers on ModularUI * Add some more docs * AdvDebugStructureWriter * Fix NEI progressbar not working * PrimitiveBlastFurnace * clean * derp * clean * spotlessApply * Boilers * Buffers * clean * N by N slots containers * Fix boilers not having bucket interaction Put opening UI to individual MetaTEs * Maintenance Hatch * clean * spotlessApply * Add dependency * IndustrialApiary * Adapt to ModularUI change * Base work for covers & fix crash with MP * Fix crash with server * Rewrite base work for covers * Send initial cover data on cover GUI open so that the time of showing incorrect data will be eliminated * Covers part 1 * Rename package: ModularUI -> modularui * Rename class: GT_UIInfo -> GT_UIInfos * Fix build * Covers part2 * Fix missing client check with tile UI & fix title overlap * CoverTabLine * Move cover window creators to inner class * Fix crash with null base TE * Close GUI when tile is broken * Color cover window with tile colorization * add nanites as a material * spotless * start the work on the nanites multi * spotless * Change signature of addUIWidgets * FluidFilter cover, FluidDisplaySlotWidget, BasicTank, BasicGenerator, Output Hatch, MicrowaveEnergyTransmitter, Teleporter, DigitalChest, DigitalTank * Add title tab * Move package: modularui -> modularui/widget * add controller recipe and new casing * add prefix and the casing and controller to the item list * add nano forge controller to its item * add nanites to PreLoad * Programmed circuit + IConfigurationCircuitSupport * clean * add nano forge multi - complete with some recipes * new nanite textures * Apply spotless * fix nanites not registering, remove recipe lock on the nano forge, other small fixed no clue why they didn't want to register in run2. * VolumetricFlask * Remove integrated circuit overlay from recipe input slots * Input Hatch & Quadruple Input Hatch * Multiblock * Deprecate old cover GUI * BasicMachines * Finish BasicMachine & NEI * Expand DTPF NEI to 9 slots * Fix ME input bus on MP * Move AESlotWidget to public class * Move GT_Recipe_Map constructors with mNEIUnificateOutput to setter method * Move SteamTexture.Variant to outer enum * Switch to remote repository * oops * Update MUI * Update MUI * Minor refactor for change amount buttons * the start of a new multi, tooltip WIP * Display items and fluids that exceed usual count * blah * use +=, why didn't I do this * add tier 2 and tier 3. add some more checks * Update MUI * Move ModularUI to Base (#1510) * Move ModularUI to Base * Move most of the ModularUI functionality to `BaseTileEntity` (and `CoverableTileEntity`) * `CommonMetaTileEntity` delegates ato the MetaTileEntity * Added several interfaces (with defaults) to indicate if a tile/metatile override/implement certain behaviors. * Moved `IConfigurationCircuitSupport` interface such that it will work with BaseTileEntity or a MetaTileEntity * Address reviews Co-authored-by: miozune <miozune@gmail.com> * Update MUI * make a single shape rotatable by 90 degrees * Minor changes to NEI * more shapes, more mechanics * Return :facepalm: * IGetTabIconSet override * Some more changes to NEI * Merge texture getter interfaces to new class GUITextureSet * Remove BBF structure picture as it's auto-buildable now * Make unified title tab style of texture angular * Expose some boiler texture getters for addon * Fix crash with cover GUI on pipe * small changes * Lower the number of recipe per page for DTPF & update MUI * Update MUI * Fix crash with middle-clicking slot on circuit selection GUI * Fix circuit selection window not syncing item from base machine * Merge GT_NEI_AssLineHandler into GT_NEI_DefaultHandler * Update MUI * Add in TecTech multi message * Allow changing the way of binding player inventory * Update MUI * Update MUI * Update MUI * Update MUI * Update MUI * Make MUI non-transitive to allow addons to use their own version * Force enable mixin * Format fluid amount tooltip * Add GUITextureSet.STEAM * Add guard against null ModularWindow creation * Add constructors for Muffler Hatch with inventory * Fix output slot on digital chest and tank allowing insertion * Don't log null ModularWindow * add a new material, add some recipes, continue the work on the PCB factory. The first recipe is in! * oops spotless * update bs * rename casings * make material generate plates * add recipes to the pcb factory * nei handling * do some more work on the multi * fixes to recipes. * Update build-and-test.yml * starter work on the PCBFactory GUI. recipe check fully working * finish gui work * spotless thank god drafts don't generate spotless PRs * final touches. tooltip tomorrow * fix typos. and finish PCB multi. * spotless * changes for requests * make consumed amount a constant * fix recipes oopsie * Remove unused textures * Add nanites * fixing recipes * Fix NEI not showing * Make nanites share texture * actually fix recipes and use 2 new lenses * finally circuits work in recipe * Add trans metal block * add default offsets * spotless * make parallels actually work * Downscale nanite texture to 64x64 * improve PCB Factory GUI * finish fixing gui, fix offsets on cooler, apply a new formula for duration * Clean up PCB Factory tooltip * Spotless * Fix typo in Naquadah * make sure the roughness multiplier actually slows down the recipe XD * add a smaller limit to the roughness multipler.... lets not allow for 10x board prodction oops * fix cooler tier 2 using wrong block in its center, fix controller texture on tier 3 * update mui and uodate the button texture * fix one button and prevent null arrays * remove some math. a small rework on recipes * fix and off by 1 * save the change? never heard of it * fix tier 3 not forming * Nano forge tooltip * hopefully fix nano forge. fix neutroni nanite wrong tier in recipe * try 2 to fix structure check * fix nano forge not forming * fix nano forge data stick. we need better error messages * do some fixes. * its 12am, typos.... * never coding at midnight again * try 2 to fix nano forge and pcb factory * fix nano and pcb factory not working. address some reviews * do syncing between client and server. fix recipes asking too much power with multiple upgrades Co-authored-by: miozune <miozune@gmail.com> Co-authored-by: Jason Mitchell <mitchej@gmail.com> Co-authored-by: Martin Robertz <dream-master@gmx.net> Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com> Co-authored-by: Sampsa <sampo.vanninen@aalto.fi>
2022-10-23Change stack size (#1484)Phineasor
2022-10-16Add combs ore dict (#1468)Jakub
2022-08-27Update buildscript & apply spotless (#1306)Raven Szewczyk
* Update dependencies * Update buildscript, apply spotless
2022-08-07Botania adjustments (#1224)miozune
2022-08-05Botania fixes (#1208)miozune
2022-07-30Transcendent metal (almost) (#1171)Connor-Colenso
* New recipe methods. * Pulverise tesseracts * New pulveriser method * Cleanup code * Smelting/cooling methods * Super coolant * Add hot ingot Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
2022-07-27Move Industrial Apiary to gregtech (#1107)Jakub
* Industrial Apiary * Make Forestry not required. * Add support for gendustry upgrades and lower energy demand * Add item validation to input slots and fix battery + special slots * Automation upgrade support and bug fixes * Better canWork check and flower detection * GUI work * Better detection of modifier update * Add button to cancel process * Add textures * Tooltip changes * Add convert crafting * Make top and sides glow * Bug fix * New textures * Add bee effects * Make all tooltips translatable * Implement GT Apiary Upgrades * Prevent inserting too many upgrades * Just require gendustry instead of checking it everywhere * Add blacklist (bug fix) and use hashsets instead of arrays * Cache beemember to do effects * Make blacklist automatic * Add acceleration upgrades for all tiers (LV -> UV) * Lock the machine to maxspeed by default * Correct required energy in info tooltip * Use isUpgrade method instead of manually checking * Lower amperage to 4 * Save locked speed to nbt
2022-06-23Fix NEI GT Pipe/wire issue (#1090)Connor-Colenso
* Fix NEI GT Pipe/wire issue Fixes NEI displaying every variation of wire/pipe recipe instead of specific ones. * Adjust fix. * Adjust fix again. Co-authored-by: GTNH-Colen <54497873+GTNH-Colen@users.noreply.github.com>
2022-06-23Fix 16x cable materials (#1091)Tyler
2022-06-10oredict circuit parts and INDUCTOR (#1040)Yang Xizhi
2022-05-19Fix oredict for UV/UHV Superconductor Rod (#1054)miozune
2021-12-23Optimize OrePrefixes.contains and OrePrefixes.add (#832)Glease
1. Convert global map mCachedResults to an instance field. 2. Convert the post add null check to a builtin null check via GT_ArrayList 3. Use new GT_ItemStack2 (which has a slightly better hash function than stackToInt)
2021-09-29Allow HI stacking to 64Prometheus0000
2021-08-27enable VanadiumGallium and Naquadah small GearsDreamMasterXXL
2021-08-03Code cleanupD-Cysteine
2021-08-03Use MetaGenerated_Item_99D-Cysteine
2021-08-01Add cracked fluid cellsD-Cysteine
2021-07-29Add clay bucket ore prefix; fix oredictingD-Cysteine
2021-03-28Reduce price of magic generatorsGlease
Basically make the recipes use T+1 circuits/metal instead of T+2. EV magic generator will additionally require tungsten steel plates to prevent it from becoming too cheap. Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
2020-11-29add(BloodArsenal)add blood infused iron to metal and add fine wires for the ↵DreamMasterXXL
vampire ring
2020-04-10Merge branch 'experimental' into fixesbartimaeusnek
2020-04-10different fixesbartimaeusnek
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
2020-04-10Void miner adjustments (#262)bartimaeusnek
* Added all Ores to Voidminer in DeepDark + removed Infinity Ore Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com> * renormalize line endings Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
2020-04-10renormalize line endingsbartimaeusnek
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
2020-03-17Merge branch 'Refactor' into BeesDream-Master
2020-03-16Refactored OrePrefixes.javabartimaeusnek
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
2020-03-15add generate plates for marble and basaltDream-Master
2018-10-22remove all old recipes for item casings from the core mod and unificate it.Dream-Master
2018-10-22try to move item casings to meta generated items 02Dream-Master
2018-10-22fix spacingsDream-Master
2018-10-22oredict itemcasings from ic2Dream-Master
2018-10-22fixes for item CasingsDream-Master
2018-10-21Add new item: CasingDream-Master
2018-09-10Fix cachingJason Mitchell
2018-09-10Proper import for Objects.Richard Hendricks
2018-09-10Trying Alkalus fix, compile problem with hashCode.Richard Hendricks
2018-08-26Final version of Alkalus's type filter fix. #3367Richard Hendricks
2018-08-25Change to use an ObjMapRichard Hendricks
2018-08-21alkalus' fix to improve performance on the typefilter...bartimaeusnek
2017-12-26Config to disable placeholder "%material"Antifluxfield
2017-12-24Fix molten cells, add samarium/magnetic samarium properly...Technus
2017-12-24Optimize imports an add molten cellsTechnus
2017-11-28cherry pickBlood-Asp
Commit: 0305f8626e4d99bdc406ebba276a2183059fdfe8 [0305f86] Oredict fixes
2017-11-13GT6 styled pipesAntifluxfield
2017-10-19l10n improveAntifluxfield
2017-08-13Revert "Getting rubber out of cabel you produced with pvc etc #1804"Dream-Master
This reverts commit 8d048d142ad79878155af71cf68d8e231877702e.
2017-08-11Getting rubber out of cabel you produced with pvc etc #1804Dream-Master
https://github.com/GTNewHorizons/NewHorizons/issues/1804
2017-08-01cherry pickDream-Master
54fc4e222a4aee8fa122fa9767ba935c279c1ec0 Overhauled Fiberglass Circuit Board Renamed: Fiberglass Circuit Board -> Fiber-Reinforced Circuit Board Fiber-Reinforced Boards are now made by combining Epoxy Resin with either Glass Fiber or Carbon Fiber. Glass Fiber is produced from Borosilicate Glass, which is in turn produced from Glass and Boron. To make this feasible Salt and Rock Salt now yield Borax as a byproduct.
2017-06-07change cables backDream-Master